Opengl and D3D are doing the perspective division differently
Thanks to glennricster for catching this. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6061 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -465,7 +465,11 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
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//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
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//if not early z culling will improve speed
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//if not early z culling will improve speed
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if (is_d3d) {
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WRITE(p, "o.pos.z = "I_DEPTHPARAMS".x * o.pos.w + o.pos.z * "I_DEPTHPARAMS".y;\n");
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WRITE(p, "o.pos.z = "I_DEPTHPARAMS".x * o.pos.w + o.pos.z * "I_DEPTHPARAMS".y;\n");
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} else {
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WRITE(p, "o.pos.z = "I_DEPTHPARAMS".x * o.pos.w + o.pos.z * "I_DEPTHPARAMS".y * 2.0f;\n");
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}
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WRITE(p, "return o;\n}\n");
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WRITE(p, "return o;\n}\n");
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